sequencer outline, credits on a black background wasnt easy to see.
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@@ -840,32 +840,46 @@ void draw_image_seq(const bContext* C, Scene *scene, ARegion *ar, SpaceSeq *sseq
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glDisable(GL_TEXTURE_2D);
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glDeleteTextures(1, &texid);
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/* safety border */
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if (sseq->mainb == SEQ_DRAW_IMG_IMBUF &&
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(sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
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float fac= 0.1;
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if(sseq->mainb == SEQ_DRAW_IMG_IMBUF) {
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float x1 = v2d->tot.xmin;
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float y1 = v2d->tot.ymin;
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float x2 = v2d->tot.xmax;
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float y2 = v2d->tot.ymax;
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float a= fac*(x2-x1);
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x1+= a;
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x2-= a;
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a= fac*(y2-y1);
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y1+= a;
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y2-= a;
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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/* border */
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setlinestyle(3);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 1.0, 0);
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uiSetRoundBox(15);
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gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
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glBegin(GL_LINE_LOOP);
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glVertex2f(x1-0.5, y1-0.5);
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glVertex2f(x1-0.5, y2+0.5);
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glVertex2f(x2+0.5, y2+0.5);
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glVertex2f(x2+0.5, y1-0.5);
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glEnd();
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/* safety border */
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if ((sseq->flag & SEQ_DRAW_SAFE_MARGINS) != 0) {
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float fac= 0.1;
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float a= fac*(x2-x1);
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x1+= a;
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x2-= a;
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a= fac*(y2-y1);
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y1+= a;
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y2-= a;
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uiSetRoundBox(15);
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gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
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}
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setlinestyle(0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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